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  • Baby World Turtle Solitary, Huge, Divine, Cautious
    Slam (w[2d12+9] damage) 26 HP 6 armor
    Reach, Forceful, Ignores Armor, Near

    World Turtles are the largest living things in existence— even godly manifestations don't reach their scale. As their name suggests, world turtles are so large that entire hemispheres might grow up on their shells, complete with oceans, continents, and residents that think they live on a normal planet. Moreover, these turtles are fundamentally indestructible; their skin is tough enough to weather any assault, and they are large enough to ignore any predator. Instinct: To drift

    • Throws Asteroids
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  • Rogue AI Solitary, Magical, Stealthy, Intelligent, Cautious, Construct
    Electric Discharge (d10 damage) 20 HP 2 armor
    Close
    Special Qualities: Designed to preform rigorous technological tasks with ease

    Though tremendously intelligent, AIs are nevertheless constructs, and have the same intellectual barriers as any automaton: they aren't self-aware (even though they might convincingly appear to be), they are not truly creative, and they aren't capable of disobeying commands. Most AIs, therefore, act as shipboard custodians, gadgeteer's assistants, or technical consultants. However, some AIs break free from their programming, evolving into true (and often malicious) living constructs. These rogue AIs grow rapidly in power by adding to their own code and by pillaging other machines for energy. Instinct: To break free, and evolve in power.

    • Made solid through hard-light technology
    • Can inhabit surrounding technology
    • Incorporeal Movement
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Cavern Clinger Solitary, Stealthy, Intelligent, Terrifying
    piercing with bony limbs, skull crushing bite (d10 damage 1 piercing) 12 HP 1 armor
    Close
    Special Qualities: clings to walls and ceilings much like a spider, appears to be alien and made completely of bone

    Appears to be nothing but bone, and alien in nature. Its twig like limbs stretch out nearly 6-feet in length, and end in deadly spearlike points capable of piercing through armor. Uses it's mimicing ability to lure individual party members away into the shadowy depths where it ambushes them by piercing them from above without warning. Once its prey is incapacitated the creature uses its crushing jaws to extract the victim's brains as food. Instinct: Lure with mimicry, to consume brains of prey

    • Clings to the ceilings and dark corners of caves and underground passages, while mimicking the voice's of cave delver parties to lure them to their demise.
    • mimics voices
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • River Dog Solitary, Small, Divine
    Bite (w[2d6] damage) 12 HP 0 armor
    Close
    Special Qualities: glows in the dark

    It looks like a puppy with white, long and probably wet fur. On his forehead, there is a golden star. It does not seem to be an aggressive dog, showing a docile and playful way. It can never get away from the river where lives guiding the lost. Instinct: To guide

    • Guide them to safety
    • Guide them to lost treasures
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Headless Mule Solitary, Large, Terrifying
    Trample and Stomp (d10 damage) 20 HP 0 armor
    Special Qualities: Covered in flames

    This creature looks like a mule of great size and dark hide. Its tail is a torch of flame and the creature does not have a head; in its place there is a blazing bonfire, where a charred skull of a horse floats on the wind. Her canter has the sound of a hundred steel horseshoes and she makes a sound that mixes neighs and human screams. Instinct: To Destroy the Sanctum

    • Breath Fire
    • Make them freeze with fear
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • QuilBoar Group, Intelligent, Hoarder
    Rude Weapons (1d8+2 damage) 8 HP 1 armor
    Close
    Special Qualities: thorns in their back

    "It's the Barrens, everything has tusks! The Quilboar have tusks, the boars have tusks, even the tusks have tusks". Instinct: Conquer

    • Charge!
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Fortress Beast Solitary, Intelligent, Terrifying
    Claws (d10 damage) 12 HP 1 armor
    Close
    Special Qualities: Shapeshifter, Ghost, Smells like Roten Meat

    A metamorphic haunt that takes the form of animals to devour their prey. He also takes the form of a mean and cruel man, always wearing black. It can only sleep in tombs and is capable of making claws appear in its human form. His human form hides his terrible smell. Instinct: To Hunt

    • Divide and conquer
    • Hide in sight
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Succubus Solitary, Stealthy, Devious, Organized, Intelligent, Hoarder, Planar
    Defiling caress (d10 damage 1 piercing) 12 HP 0 armor
    Close, Ignores Armor
    Special Qualities: Infernal resilience

    The infernal pits need not always be so hideous, at least to the eyes. Such creatures include the succubi, beings of lust who can steal the souls of the mortals that they seduce. Beautiful in appearance, yet oddly marred by infernal traits like hooves or horns or red eyes or other such faults, of course they can use their powers to appear as they wish, if only to better get closer to their chosen targets. Of course simply seducing and draining the life of lovestruck fools is but a minor part of their capabilities, for those that love them are many and can be convinced of anything. Wars have started for less, and great slaughters and fell deeds have pitted the natural world time and again - how many were caused by a creature such as this? Instinct: To revel in sin

    • Use supernatural charm and beauty to seduce someone
    • Drain the life force of a lovestruck fool
    • Look like anyone you choose, alive or dead
    • Call other paramours to defend you
    • Use a supernaturally silver tongue to convince others of anything
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  • Lunar Cultist Neophyte Horde, Stealthy, Organized, Intelligent
    Curved daggers (d6 damage) 3 HP 0 armor
    Close

    Being in a cult can have its perks. Just not if you're starting out, at least not if you're not already someone important. Neophytes they call them, because it sounds better than "lambs to the slaughter" or "chaff to be separated from the wheat" or other such phrases. They serve their purpose of course, but against a determined or experienced force their purpose tends to more involve slowing down invaders so that more important members of the cult can get things done. Still, quantity has a quality of its own, and with enough crazed, robed fools with curved daggers lunging at you it can be hard to hold them off, especially with their other asset: Zealotry. Instinct: To serve the cult

    • Crash upon the heathens like a wave
    • Turn out to be the lycanthrope in sheep's clothing
    • Reveal more encroaching chaff for the scythe
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  • Lunatic Hounds Horde, Small, Stealthy, Organized, Planar
    Claws and teeth (d6 damage) 3 HP 1 armor
    Close

    Those that hunt by moonlight mention a certain canine fascination, distant howling and the like. Sometimes this is 'merely' lycanthropes or similar, but certain stories speak of particular hunting hounds that have managed to become blessed through their deeds and abilities by the moon itself. It is said that this blessing allows them to live once more, as numerous hunting hounds summoned by those that wield the miracles of the moon's divinity. Still, being able to summon such hounds would be mighty useful... Instinct: To do as their master says

    • Hunt and track prey
    • Flicker in and out of moonlight
    • Howl to the heavens and summon the hunt
    • Brand those that they bite as prey
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